BattleGrounds: Refactor and Fix bots re-spawning when graveyard meanwhile gets lost (#937)

* Update ReleaseSpiritAction.cpp

* Update ReleaseSpiritAction.cpp

* Update ReleaseSpiritAction.cpp

* Update ReleaseSpiritAction.cpp

* Update ReleaseSpiritAction.h

* Update ReleaseSpiritAction.h

* Update ReleaseSpiritAction.cpp

* Update ReleaseSpiritAction.cpp

* Update ReleaseSpiritAction.cpp

* Refactor (#68)

* Refactored ReleaseSpiritAction.cpp

* Ref ReleaseSpiritAction.h

* Restore comment
This commit is contained in:
SaW
2025-02-04 13:30:35 +01:00
committed by GitHub
parent fb683b3846
commit 308c0b437e
2 changed files with 178 additions and 168 deletions

View File

@@ -7,12 +7,14 @@
#include "Event.h"
#include "GameGraveyard.h"
#include "NearestNpcsValue.h"
#include "ObjectDefines.h"
#include "ObjectGuid.h"
#include "Playerbots.h"
#include "ServerFacade.h"
#include "Corpse.h"
// ReleaseSpiritAction implementation
bool ReleaseSpiritAction::Execute(Event event)
{
if (bot->IsAlive())
@@ -28,214 +30,212 @@ bool ReleaseSpiritAction::Execute(Event event)
return false;
}
WorldPacket& p = event.getPacket();
if (!p.empty() && p.GetOpcode() == CMSG_REPOP_REQUEST)
botAI->TellMasterNoFacing("Releasing...");
else
botAI->TellMasterNoFacing("Meet me at the graveyard");
const WorldPacket& packet = event.getPacket();
const std::string message = !packet.empty() && packet.GetOpcode() == CMSG_REPOP_REQUEST
? "Releasing..."
: "Meet me at the graveyard";
botAI->TellMasterNoFacing(message);
// Death Count to prevent skeleton piles
Player* master = GetMaster();
if (!master || (master && GET_PLAYERBOT_AI(master)))
{
uint32 dCount = AI_VALUE(uint32, "death count");
context->GetValue<uint32>("death count")->Set(dCount + 1);
}
IncrementDeathCount();
LogRelease("released");
LOG_INFO("playerbots", "Bot {} {}:{} <{}> released", bot->GetGUID().ToString().c_str(),
bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName().c_str());
WorldPacket packet(CMSG_REPOP_REQUEST);
packet << uint8(0);
bot->GetSession()->HandleRepopRequestOpcode(packet);
// // add waiting for ress aura
// if (bot->InBattleground() && !botAI->HasAura(SPELL_WAITING_FOR_RESURRECT, bot) && !bot->IsAlive())
// {
// // cast Waiting for Resurrect
// GuidVector npcs = AI_VALUE(GuidVector, "nearest npcs");
// ObjectGuid guid;
// Unit* unit;
// for (GuidVector::iterator i = npcs.begin(); i != npcs.end(); i++)
// {
// unit = botAI->GetUnit(*i);
// if (unit && unit->IsSpiritService())
// {
// guid = unit->GetGUID();
// break;
// }
// }
// if (!guid) {
// return true;
// }
// if (bot->GetDistance(unit) >= INTERACTION_DISTANCE) {
// bot->GetMotionMaster()->MoveChase(unit);
// } else {
// WorldPacket packet(CMSG_GOSSIP_HELLO);
// packet << guid;
// bot->GetSession()->HandleGossipHelloOpcode(packet);
// }
// }
WorldPacket releasePacket(CMSG_REPOP_REQUEST);
releasePacket << uint8(0);
bot->GetSession()->HandleRepopRequestOpcode(releasePacket);
return true;
}
bool AutoReleaseSpiritAction::Execute(Event event)
void ReleaseSpiritAction::IncrementDeathCount() const
{
// Death Count to prevent skeleton piles
Player* master = GetMaster();
if (!master || (master && GET_PLAYERBOT_AI(master)))
Player* master = botAI->GetMaster();
if (!master || GET_PLAYERBOT_AI(master))
{
uint32 dCount = AI_VALUE(uint32, "death count");
context->GetValue<uint32>("death count")->Set(dCount + 1);
uint32 deathCount = AI_VALUE(uint32, "death count");
context->GetValue<uint32>("death count")->Set(deathCount + 1);
}
}
LOG_DEBUG("playerbots", "Bot {} {}:{} <{}> auto released", bot->GetGUID().ToString().c_str(),
bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName().c_str());
void ReleaseSpiritAction::LogRelease(const std::string& releaseMsg, bool isAutoRelease) const
{
const std::string teamPrefix = bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H";
LOG_DEBUG("playerbots", "Bot {} {}:{} <{}> {}",
bot->GetGUID().ToString().c_str(),
teamPrefix,
bot->GetLevel(),
bot->GetName().c_str(),
releaseMsg.c_str());
}
// AutoReleaseSpiritAction implementation
bool AutoReleaseSpiritAction::Execute(Event event)
{
IncrementDeathCount();
LogRelease("auto released", true);
WorldPacket packet(CMSG_REPOP_REQUEST);
packet << uint8(0);
bot->GetSession()->HandleRepopRequestOpcode(packet);
LOG_DEBUG("playerbots", "Bot {} {}:{} <{}> releases spirit", bot->GetGUID().ToString().c_str(),
bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName().c_str());
if (bot->InBattleground() && (time(NULL) - bg_gossip_time >= 15 || !bot->HasAura(SPELL_WAITING_FOR_RESURRECT)))
LogRelease("releases spirit", true);
if (bot->InBattleground())
{
GuidVector npcs = AI_VALUE(GuidVector, "nearest npcs");
ObjectGuid guid;
Unit* unit;
for (GuidVector::iterator i = npcs.begin(); i != npcs.end(); i++)
{
unit = botAI->GetUnit(*i);
if (unit && unit->IsSpiritService())
{
guid = unit->GetGUID();
break;
}
}
if (!guid)
{
return true;
}
if (bot->GetDistance(unit) >= INTERACTION_DISTANCE)
{
// bot needs to actually click spirit-healer in BG to get res timer going
// and in IOC it's not within clicking range when they res in own base
MotionMaster& mm = *bot->GetMotionMaster();
mm.Clear();
mm.MovePoint(bot->GetMapId(), unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ(), true);
}
else if (!botAI->IsRealPlayer()) // below doesnt work properly on realplayer, but its also not needed
{
bg_gossip_time = time(NULL);
WorldPacket packet(CMSG_GOSSIP_HELLO);
packet << guid;
bot->GetSession()->HandleGossipHelloOpcode(packet);
}
return HandleBattlegroundSpiritHealer();
}
botAI->SetNextCheckDelay(1000);
return true;
}
bool AutoReleaseSpiritAction::isUseful()
{
if (!bot->isDead())
if (!bot->isDead() || bot->InArena())
return false;
if (bot->InArena())
return false;
// if (bot->InBattleground())
// return true;
// When bot dies in BG, wait a couple of seconds before release.
// This prevents currently casted (ranged) spells to be re-directed to the bot's ghost.
// Use a static map to track release times for each bot.
if (bot->InBattleground())
{
auto botId = bot->GetGUID().GetRawValue();
// If the bot is not a ghost yet, delay release some.
if (!bot->HasPlayerFlag(PLAYER_FLAGS_GHOST))
{
time_t now = time(nullptr);
// If this bot has no recorded release time yet, set it to now.
if (botReleaseTimes.find(botId) == botReleaseTimes.end())
botReleaseTimes[botId] = now;
// Wait 6 seconds before releasing.
if (now - botReleaseTimes[botId] < 6)
return false;
}
// Erase the release time for this bot.
botReleaseTimes.erase(botId);
return true;
}
return ShouldDelayBattlegroundRelease();
if (bot->HasPlayerFlag(PLAYER_FLAGS_GHOST))
return false;
return ShouldAutoRelease();
}
bool AutoReleaseSpiritAction::HandleBattlegroundSpiritHealer()
{
constexpr uint32_t RESURRECT_DELAY = 15;
const time_t now = time(nullptr);
if ((now - m_bgGossipTime < RESURRECT_DELAY) &&
bot->HasAura(SPELL_WAITING_FOR_RESURRECT))
{
return false;
}
float bgRange = 2000.0f;
GuidVector npcs = NearestNpcsValue(botAI, bgRange);
Unit* spiritHealer = nullptr;
for (const auto& guid : npcs)
{
Unit* unit = botAI->GetUnit(guid);
if (unit && unit->IsFriendlyTo(bot) && unit->IsSpiritService())
{
spiritHealer = unit;
break;
}
}
if (!spiritHealer)
return false;
if (bot->GetDistance(spiritHealer) >= INTERACTION_DISTANCE)
{
// Bot needs to actually click spirit-healer in BG to get res timer going
// and in IOC it's not within clicking range when they res in own base
// Teleport to nearest friendly Spirit Healer when not currently in range of one.
bot->TeleportTo(bot->GetMapId(), spiritHealer->GetPositionX(), spiritHealer->GetPositionY(), spiritHealer->GetPositionZ(), 0.f);
RESET_AI_VALUE(bool, "combat::self target");
RESET_AI_VALUE(WorldPosition, "current position");
}
else if (!botAI->IsRealPlayer())
{
m_bgGossipTime = now;
WorldPacket packet(CMSG_GOSSIP_HELLO);
packet << spiritHealer->GetGUID();
bot->GetSession()->HandleGossipHelloOpcode(packet);
}
return true;
}
bool AutoReleaseSpiritAction::ShouldAutoRelease() const
{
if (!bot->GetGroup())
return true;
if (!botAI->GetGroupMaster())
return true;
if (botAI->GetGroupMaster() == bot)
Player* groupMaster = botAI->GetGroupMaster();
if (!groupMaster || groupMaster == bot)
return true;
if (!botAI->HasActivePlayerMaster())
return true;
if (botAI->HasActivePlayerMaster() && botAI->GetGroupMaster()->GetMapId() == bot->GetMapId() && bot->GetMap() &&
if (botAI->HasActivePlayerMaster() &&
groupMaster->GetMapId() == bot->GetMapId() &&
bot->GetMap() &&
(bot->GetMap()->IsRaid() || bot->GetMap()->IsDungeon()))
{
return false;
}
return sServerFacade->IsDistanceGreaterThan(
AI_VALUE2(float, "distance", "master target"),
sPlayerbotAIConfig->sightDistance);
}
bool AutoReleaseSpiritAction::ShouldDelayBattlegroundRelease() const
{
// The below delays release to spirit with 6 seconds.
// This prevents currently casted (ranged) spells to be re-directed to the died bot's ghost.
const int32_t botId = bot->GetGUID().GetRawValue();
// If the bot already is a spirit, erase release time and return true
if (bot->HasPlayerFlag(PLAYER_FLAGS_GHOST))
{
m_botReleaseTimes.erase(botId);
return true;
}
// Delay release to spirit.
const time_t now = time(nullptr);
constexpr time_t RELEASE_DELAY = 6;
auto& lastReleaseTime = m_botReleaseTimes[botId];
if (lastReleaseTime == 0)
lastReleaseTime = now;
if (now - lastReleaseTime < RELEASE_DELAY)
return false;
if (botAI->GetGroupMaster()->isDead())
return true;
if (sServerFacade->IsDistanceGreaterThan(AI_VALUE2(float, "distance", "master target"),
sPlayerbotAIConfig->sightDistance))
return true;
return false;
m_botReleaseTimes.erase(botId);
return true;
}
bool RepopAction::Execute(Event event)
{
LOG_DEBUG("playerbots", "Bot {} {}:{} <{}> repops at graveyard", bot->GetGUID().ToString().c_str(),
bot->GetTeamId() == TEAM_ALLIANCE ? "A" : "H", bot->GetLevel(), bot->GetName().c_str());
const GraveyardStruct* graveyard = GetGrave(
AI_VALUE(uint32, "death count") > 10 ||
CalculateDeadTime() > 30 * MINUTE
);
int64 deadTime;
Corpse* corpse = bot->GetCorpse();
if (corpse)
deadTime = time(nullptr) - corpse->GetGhostTime();
else if (bot->isDead())
deadTime = 0;
else
deadTime = 60 * MINUTE;
uint32 dCount = AI_VALUE(uint32, "death count");
GraveyardStruct const* ClosestGrave = GetGrave(dCount > 10 || deadTime > 30 * MINUTE);
if (!ClosestGrave)
if (!graveyard)
return false;
bot->TeleportTo(ClosestGrave->Map, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, 0.f);
RESET_AI_VALUE(bool, "combat::self target");
RESET_AI_VALUE(WorldPosition, "current position");
PerformGraveyardTeleport(graveyard);
return true;
}
bool RepopAction::isUseful()
{
if (bot->InBattleground())
return false;
return true;
return !bot->InBattleground();
}
int64 RepopAction::CalculateDeadTime() const
{
if (Corpse* corpse = bot->GetCorpse())
return time(nullptr) - corpse->GetGhostTime();
return bot->isDead() ? 0 : 60 * MINUTE;
}
void RepopAction::PerformGraveyardTeleport(const GraveyardStruct* graveyard) const
{
bot->TeleportTo(graveyard->Map, graveyard->x, graveyard->y, graveyard->z, 0.f);
RESET_AI_VALUE(bool, "combat::self target");
RESET_AI_VALUE(WorldPosition, "current position");
}

View File

@@ -3,10 +3,8 @@
* and/or modify it under version 2 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_RELEASESPIRITACTION_H
#define _PLAYERBOT_RELEASESPIRITACTION_H
#include <cstdint>
#ifndef PLAYERBOT_RELEASESPIRITACTION_H
#define PLAYERBOT_RELEASESPIRITACTION_H
#include "Action.h"
#include "ReviveFromCorpseAction.h"
@@ -16,34 +14,46 @@ class PlayerbotAI;
class ReleaseSpiritAction : public Action
{
public:
ReleaseSpiritAction(PlayerbotAI* botAI, std::string const name = "release") : Action(botAI, name) {}
ReleaseSpiritAction(PlayerbotAI* botAI, const std::string& name = "release")
: Action(botAI, name) {}
bool Execute(Event event) override;
void LogRelease(const std::string& releaseType, bool isAutoRelease = false) const;
protected:
void IncrementDeathCount() const;
};
class AutoReleaseSpiritAction : public ReleaseSpiritAction
{
public:
AutoReleaseSpiritAction(PlayerbotAI* botAI, std::string const name = "auto release")
: ReleaseSpiritAction(botAI, name)
{
}
AutoReleaseSpiritAction(PlayerbotAI* botAI, const std::string& name = "auto release")
: ReleaseSpiritAction(botAI, name) {}
bool Execute(Event event) override;
bool isUseful() override;
private:
inline static std::unordered_map<uint32_t, time_t> botReleaseTimes;
uint32_t bg_gossip_time = 0;
bool HandleBattlegroundSpiritHealer();
bool ShouldAutoRelease() const;
bool ShouldDelayBattlegroundRelease() const;
inline static std::unordered_map<uint32_t, time_t> m_botReleaseTimes;
time_t m_bgGossipTime = 0;
};
class RepopAction : public SpiritHealerAction
{
public:
RepopAction(PlayerbotAI* botAI, std::string const name = "repop") : SpiritHealerAction(botAI, name) {}
RepopAction(PlayerbotAI* botAI, const std::string& name = "repop")
: SpiritHealerAction(botAI, name) {}
bool Execute(Event event) override;
bool isUseful() override;
private:
int64 CalculateDeadTime() const;
void PerformGraveyardTeleport(const GraveyardStruct* graveyard) const;
};
#endif